Hi
I found similar game with making tree with chunks like games Mortal Kombat. It is a Blood Roar 4 for PS2.
I know there are scripts for import models from this game -
https://ps23dformat.wikispaces.com/Bloody+Roar+4 andsecond made by chrrox and mariokart64n on xentax, but i want make my own importer from this game - for Blender.
I have almost all: geometry, uv bones but unfortunalety don't understand how make are skin indices.
Code:
mesh:1
offset 19295 (8143, 0) size of section for current groups of submeshes with the same material
offset 19303 (46, 0, 0, 48) - chunk - begin submesh
offset 19307 (318,) - it is interesting value . Look at this: value from offset 20491- 362, so 362-318=44 - i think it is count of weights for this submesh, and 318 is as ID from some list, but don't know where to find it.
offset 19311 (4, 1, 0, 1, 3, 128, 46, 108, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 71, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
offset 19355 (0, 0, 0, 5)
offset 19359 (4, 1, 0, 1, 0, 128, 46, 104) - 104=section with vertex position, 46 - count
offset 19919 (0, 0, 0, 0)
offset 19923 (0, 0, 0, 0)
offset 19927 (0, 0, 0, 0)
offset 19931 (0, 0, 0, 5)
offset 19935 (4, 1, 0, 1, 1, 128, 46, 100) - 100=section with vertex uv, 46 - count
offset 20311 (0, 0, 0, 0)
offset 20315 (0, 0, 0, 5)
offset 20319 (4, 1, 0, 1, 2, 128, 46, 106) - 106=section with vertex normal , 46 - count
offset 20471 (46, 0, 0, 4)
offset 20475 (0, 0, 0, 21)
offset 20479 (0, 0, 0, 0)
offset 20483 (0, 0, 0, 0)
offset 20487 (46, 0, 0, 48) - next submesh
offset 20491 (362,)
offset 20495 (4, 1, 0, 1, 3, 128, 46, 108, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 71, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
offset 20539 (0, 0, 0, 5)
offset 20543 (4, 1, 0, 1, 0, 128, 46, 104)
offset 21103 (0, 0, 0, 0)
offset 21107 (0, 0, 0, 0)
offset 21111 (0, 0, 0, 0)
offset 21115 (0, 0, 0, 5)
offset 21119 (4, 1, 0, 1, 1, 128, 46, 100)
offset 21495 (0, 0, 0, 0)
offset 21499 (0, 0, 0, 5)
offset 21503 (4, 1, 0, 1, 2, 128, 46, 106)
offset 21655 (46, 0, 0, 4)
offset 21659 (0, 0, 0, 23)
offset 21663 (0, 0, 0, 0)
offset 21667 (0, 0, 0, 0)
offset 21671 (46, 0, 0, 48) - next submesh
offset 21675 (406,)
offset 21679 (4, 1, 0, 1, 3, 128, 46, 108, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 71, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
offset 21723 (0, 0, 0, 5)
offset 21727 (4, 1, 0, 1, 0, 128, 46, 104)
offset 22287 (0, 0, 0, 0)
offset 22291 (0, 0, 0, 0)
offset 22295 (0, 0, 0, 0)
offset 22299 (0, 0, 0, 5)
offset 22303 (4, 1, 0, 1, 1, 128, 46, 100)
offset 22679 (0, 0, 0, 0)
offset 22683 (0, 0, 0, 5)
offset 22687 (4, 1, 0, 1, 2, 128, 46, 106)
offset 22839 (46, 0, 0, 4)
offset 22843 (0, 0, 0, 23)
offset 22847 (0, 0, 0, 0)
offset 22851 (0, 0, 0, 0)
offset 22855 (46, 0, 0, 48) - next submesh
offset 22859 (450,)
offset 22863 (4, 1, 0, 1, 3, 128, 46, 108, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 71, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
offset 22907 (0, 0, 0, 5)
offset 22911 (4, 1, 0, 1, 0, 128, 46, 104)
offset 23471 (0, 0, 0, 0)
offset 23475 (0, 0, 0, 0)
offset 23479 (0, 0, 0, 0)
offset 23483 (0, 0, 0, 5)
offset 23487 (4, 1, 0, 1, 1, 128, 46, 100)
offset 23863 (0, 0, 0, 0)
offset 23867 (0, 0, 0, 5)
offset 23871 (4, 1, 0, 1, 2, 128, 46, 106)
offset 24023 (46, 0, 0, 4)
offset 24027 (0, 0, 0, 23)
offset 24031 (0, 0, 0, 0)
offset 24035 (0, 0, 0, 0)
offset 24039 (10, 0, 0, 48)
offset 24043 (494,)
offset 24047 (4, 1, 0, 1, 3, 128, 10, 108, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
offset 24091 (0, 0, 0, 5)
offset 24095 (4, 1, 0, 1, 0, 128, 10, 104)
offset 24223 (0, 0, 0, 0)
offset 24227 (0, 0, 0, 0)
offset 24231 (0, 0, 0, 0)
offset 24235 (0, 0, 0, 5)
offset 24239 (4, 1, 0, 1, 1, 128, 10, 100)
offset 24327 (0, 0, 0, 0)
offset 24331 (0, 0, 0, 5)
offset 24335 (4, 1, 0, 1, 2, 128, 10, 106)
offset 24375 (10, 0, 0, 4)
offset 24379 (0, 0, 0, 23)
offset 24383 (0, 0, 0, 17) - weights
offset 24387 (0, 0, 0, 17)
offset 24391 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24407 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24423 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24439 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24455 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24471 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24487 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24503 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24519 (1.000002384185791, 0.0, 0.0, 0.0)
offset 24535 (1.000002384185791, 0.0, 0.0, 0.0)
......
If someone want to play how find missing skin indices ,
so here is a blend file for import dff files from Bloody Roar 4 PS2.
How use: like importers above.
For textured models:
1. run script and select file with txd.
2. it should run PS2TXDViewer.exe (please read Readme.txt)
3. in this software open file txd and extract images to the same folder where is *.dff file . Please to choose tga format for images.
4. close PS2TXDViewer.exe and in blender run script and select dff file.
To get log please delete "#" in line 315 and 317